Example #1
0
        //static Mesh<TVertex, TEdge, TFace> MakeMonotone(Mesh<TVertex, TEdge, TFace> mesh)
        //{
        //    var partitioner = new YMonotonePartitioner<TVertex, TEdge, TFace>(mesh);
        //  //  return partitioner.Result;
        //    return mesh;
        //}

        // TODO: Temporary public constructor taking a polygon during debugging
        public YMonotonePartitioner(CircularLinkedList <TVertex> polygon)
        {
            //source = planar_subdivision;
            //target = (Mesh<TVertex, TEdge, TFace>) source.Clone();

            vertices = polygon;

            // 1. Construct a priority queue Q on the vertices P, using their y-coordinates
            // as priority. If two points have the same y-coordinate, the one with the smaller
            // x-coordinate has the higher priority
            yxComparer = new HighYLowXComparer();
            queue      = new PriorityQueue <Point2D, TVertex>(yxComparer);
            foreach (TVertex vertex in polygon)
            {
                queue.Enqueue(vertex.Position, vertex);
            }

            // TODO Need right comparer here
            helpers = new SplayDictionary <TVertex, TVertex>(edgeComparer);

            while (queue.Count != 0)
            {
                TVertex    vertex = queue.Dequeue();
                VertexType type   = GetVertexType(vertex);
                switch (type)
                {
                case VertexType.Start:
                    HandleStartVertex(vertex);
                    break;

                case VertexType.Split:
                    HandleSplitVertex(vertex);
                    break;

                case VertexType.End:
                    HandleEndVertex(vertex);
                    break;

                case VertexType.Merge:
                    HandleMergeVertex(vertex);
                    break;

                case VertexType.Regular:
                    HandleRegularVertex(vertex);
                    break;

                case VertexType.Collinear:
                    HandleCollinearVertex(vertex);
                    break;

                default:
                    throw new ArgumentOutOfRangeException();
                }
            }
        }
Example #2
0
        /// <summary>
        /// Create the partitioner. New diagonals will be inserted into the result mesh by calls to
        /// the provided DiagonalInserterDelegate which accepts the mesh and from and to vertices for the
        /// new edge.
        /// </summary>
        /// <param name="mesh">The mesh to be partitioned.</param>
        /// <param name="DiagonalInserterDelegate">An action for inserting edges into the mesh between the specificed vertices</param>
        public MonotoneYPartitioner(Mesh <TVertex, TEdge, TFace> mesh,
                                    Action <Mesh <TVertex, TEdge, TFace>, TVertex, TVertex> DiagonalInserterDelegate)
        {
            // TODO: We should copy the mesh here, but no copy-constructor yet!
            //this.mesh = new Mesh<TVertex, TEdge, TFace>(mesh);
            this.mesh = mesh;

            // The comparer used for ordering vertices in the queue - controlling
            // the order in which the sweep line sweeps over vertices
            HighYLowXComparer yxComparer = new HighYLowXComparer();

            meshUtilities                 = new MonotoneMeshUtilities <TVertex>(yxComparer);
            queueDictionary               = new PriorityQueueDictionary <Point2D, TVertex>(yxComparer);
            xEdgeComparer                 = new LeftToRightEdgeComparer();
            sweeplineUtilities            = new SweeplineUtilities(xEdgeComparer);
            helpers                       = new SplayDictionary <EdgeBase, TVertex>(xEdgeComparer);
            this.DiagonalInserterDelegate = DiagonalInserterDelegate;
        }